Stats like that don't iindicate good play. You could have won and just mooched off of your teammates' hard work, or lost but taken/ given lots of damage. It would also encourage farming by just being AFK and have the units soak damage.
If there's going to be indicator, it would have to be something very peculiar like winning a VP match very quickly but also somehow factoring in whether the opponents were Easy AI or AFK nubs.
All in all, good gameplay simply cannot be translated into numbers, especially in a manner where in different contexts (re you played poorly and got owned) you may end up with the same numbers. |
They put in all the effort for War Spoils, but won't put in a button that lets players censor text.
Yes, that's all there is to it, a button. They didn't have the censor before. |
Who said it's Gustav? It's a railway gun and not all railway guns were like Gustav.
It's fine. Aha! The Ostheer announcer guy does when you select the target area.
Anyhow, what OP asks is neither practical or even beneficial to the game. Sure it would sound nice and wreck UKF emplacements, but it would need a lot of work for Relic to put in, and let's face it, they won't do that. |
I prefer off-map barrages as opposed to actual howitzers in the game. The former prove to be far superior. |
Looks like it's just a bundle of X amount of items worth 12000 supply points. A sort of "surprise me" choice.
I don't see how any of this or that in the pic suggests custom commanders.
But let's suppose they are: pulling them from store suggests they don't want it in live game. |
Frontline Tactics:
1- Shock Troops
2- Full Speed! (Passive): All vehicles gain this toggled ability, moving traverse faster but lose accuracy. T-34's Ramming Speed and reverse movement speed not affected.
3- For the Motherland!
4- Conscript Repair Kits
5- IL-2 Shturmovik Attacks
Deep Battle Tactics:
1- Conscript Assault Package
2- Recon Overflight
3- For the Motherland!
4- ISU-152
5- Illumination Rockets: Off-map Katyusha rockets are fired at targeted enemy sector; flares reveal the sector while HE rockets are effective against all targets.
Envelopment Tactics:
1- Guards
2- Engineer Salvage Kits
3- ZiS Support Truck: Unarmed ZiS truck, can toggle repair nearby vehicles, can hull down by itself. Deploys same mechanics as Repair Station.
4- IS-2
5- 233mm Barrage: Off-map B4 howitzers fire at target location over long period of time. Similar to Railway Artillery.
Soviet Sapper Army:
1- Tank Traps
2- Recon Overflight
3- PMD Mine Fields: Conscripts and Engineers can make minefields over flag points, similarly to Ostheer's AP minefields; effective against both vehicles and infantry.
4- Engineer Urban Combat Package: Engineers are upgraded with body armour and Ppsh-41s; unlocks "Throw Sleeved RGD-33 Grenade" ability, with larger AOE. Cost 90 munitions, locks out all weapon slots and upgrade options.
5- KV-2
Improvised Tactics:
1- Engineer Salvage Kits
2- Communications Wires (Passive): Friendly Sectors have increased sight range, further improved with caches. You must either capture the sector or build the cache in order to gain the benefit.
3- Repair Station
4- Tank Shock: medium and heavy vehicles gain "Tank Shock" ability, allows them to surge forward toward a targeted enemy squad to instantly suppress them. Works much like Ramming Speed, with identical Overheat temporary critical; shares same cooldown as Ramming Speed when using T-34.
5- Incendiary Creeping Barrage: Off-map Katyusha rockets fire onto target area; wide scatter and low damage, but rockets burn ground over period of time.
Soviet Infantry Tactics:
1- Conscript PTRS Kit
2- 2x DP-28 Machine Guns: Conscripts and Penal Troops upgrade: unlocks Button Vehicle. Takes both weapon slots.
3- Desant Tactics: Deploys two ZiS transport trucks; trucks cost nothing, but ability has long cooldown time, and trucks are unarmed and low armor. Use to carry units quickly over the map. Carries two squads per truck, and infantry can fire while being transported. High chance of death if truck is destroyed by enemy fire.
4- Hit the Dirt!
5- Concentrated Barrage: All of your Mortars, 76mm AT Guns, SU-76s and Katyushas within range will bombard the selected target, regardless of cooldown. Cannot target HQ sectors, halts current activities, including regular barrage attacks. Restarts affected units' cooldown timers.
Soviet Airborne Tactics:
1- Recon Overflight
2- Infantry Weapons Drop: Drops crate of DP-28 for 150 munitions
3- VDV Sergeants (Passive): Conscripts can build landing beacons, which provide nearby infantry improved offensive/ defensive bonuses when fighting in cover. Landing beacons allow accurate and faster paradrops.
4- Guards Paradrop: Guards parachute to target location, armed with SVTs and can upgrade to Ppsh-41s or PTRS; upgrading to Ppsh unlocks smoke grenades, and PTRS unlocks Tread Shot.
5- IL-2 PTAB
Red Air Force Tactics:
1- Recon Overflight
2- Allied Supply Drop
3- Hit the Dirt!
4- IL-2 Shturmovik Attacks
5- IL-2 Precision Bombing Strike
Red Banner Tactics:
1- Guards
2- Designate Banner Unit: Select any infantry or vehicle unit, it will grant an aura giving nearby units increased experience rate; if by itself, gains the increased experience rate. Can only assign one unit at a time, and has long cooldown, but can be re-assigned to other existing units.
3- Vehicle Crew Repair Training
4- IS-2
5- IL-2 Precision Bombing Strike
Fieldcraft Tactics:
1- Territory Specialization: Resource caches are cheaper to build and can upgrade to include Aid Stations, spawning medics to heal nearby infantry. Aid Stations cost 30 munitions, cache must be built first.
2- Stealth Training: Infantry squads can upgrade to toggle for cloak and increased sight range but reduced mobility. Scout Sniper squads no longer have mobility penalties when upgraded.
3- AT Gun Ambush Tactics
4- Vehicle Camouflage (Passive): All vehicles can upgrade to toggle camouflage: toggling requires no movement or being under fire, cannot move when cloaked but has first strike bonus.
5- Registered Artillery: Similar to Zeroing Artillery, targeted friendly sector will be bombarded with 120mm mortar shells at any enemy units within sight range.
Army Aviation Tactics:
1- Allied Supply Drop
2- Shock Troops
3- Mark Vehicle
4- Fear Propaganda Overflight: Plane drops propaganda leaflets over straight line, suppressing infantry caught area.
5- Strategic Air Support: Two waves of IL-2 planes attack target enemy sector: first with 23mm strafe, then by powerful bombs. Effective against all targets, but expensive and long cooldown time.
Divisional Support Tactics:
1- Allied Supply Drop
2- T-34/85
3- AT Gun Ambush Tactics
4- Mark Vehicle
5- 76mm Creeping Barrage: Off-map 76mm batteries fire HE shells in a straight line, effective against infantry and chance to stun vehicles when hit.
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The idea of building your own for players will never work, simply because anyone remotely interested in winning would try to pick the best combo to win, not for balance. The entire commander system is entirely about balance (even if they don't turn out that way), and giving the players the tools to make their own contradicts that principle.
And that also means that whatever way Relic tries to design to make such a make your own system stays balance, people will try to break it for any advantage. Relic shouldn't even bother and just do half the work by making new commanders from scratch. Some ideas are nifty enough to be recycled into new and balance combos without having to invent new ones. The garbage Ostheer/ Soviet ones are garbage simply because the combos were lame, underpowered or overdone. Not to mention, whilst Soviets rely on doctrines for good infantry, it is ironically every other faction in the game that has got new commanders that featured new units. The latest one- Tank Hunter Tactics, was simply buffing Conscripts.
That said, what we CAN do is theorycraft some commander ideas, ideally recycling a few of our favorite abilities, and inventing new combos for Relic to consider making. They make the balance decisions and tweak or reject as needed. At least then there's less chance of making cheese commanders. |
OKW ones:
Luftwaffe Field Doctrine
1- Luftwaffe Support Infantry: Cheap but weak 5 man squad that can repair, salvage and build defenses. Poor combat effectiveness like Osttruppen, but excellent support role.
2- Heavy Defenses
3- Emergency Repairs
4- Recoup Losses
5- Airborne Assault
Schwerpunkt Doctrine
1) Signal Relay
2) Sturmgrenadier Specialization: Volksgrenadiers can upgrade to Flammenwerfers and can use the Incendiary Grenade Assault ability; when activated, the squad will sprint when in close range and throw multiple incendiary grenades; ability shares same cooldown as regular Incendiary Grenade, and costs 60 munitions. This upgrade takes up both weapon slots.
3) Mechanized Marksman Battlegroup: Jaegers in 250 Haltrack
4) Valiant Assault
5) Assault Artillery
Flak Artillery Doctrine
1- Early Warning
2- Luftwaffe Support Infantry
3- Heavy Defenses
4- Percussion-Fuzed Shells (Passive): FlaK emplacements, Flak Halftrack and Luchs gain the "Load AZ 23/28 Fuze" ability: this ability must be targeted against an enemy infantry squad, who will be instantly suppressed by flak shells; cost 30 munitions per use.
5- Off-map 128mm Barrage: Identical in function to Ostheer's Railway Artillery/ USF's 240mm Howitzer Barrage, powerful shells slowly bombard a target location effective against all targets.
Economic Warfare Doctrine
1- Thorough Salvage
2- Automatic Weapons Specialization (Passive): Allows Volksgrenadiers to upgrade to G43s. Upgrading takes up all slots.
3- Resource Transfer: select ability button then select a Fuel or Munitions point: manpower income will decrease but respective resource will increase over a period of time. Requires a captured Munitions/ Fuel point that is in supply; losing the point to the enemy or having it cut off from HQ will halt the transfer.
4- Tiger Ausf. E: Tiger tank with identical stats as Ostheer Tiger, but no pintle MG upgrade, has Sturmtiger's grenade ability instead. This call-in locks out the King Tiger when used.
5- 105mm Howitzer Barrage
Luftwaffe Assault Doctrine
1- Luftwaffe Support Infantry
2- Radio Silence
3- Breakthrough Tactics
4- 250 Halftrack w/ Fallschirmjaegers- same 30 fuel cost as other 250 halftrack call-ins, and appropriate +400 manpower cost, with regular FJ squad.
5- Sector Assault
Auxiliary Troop Doctrine
1- Luftwaffe Support Infantry
2- Heavy Defenses
3- Sdkfz. 223 Funkwagen: Scout car with MG34 and toggle ability to lock down sectors. Gunner can also toggle to cloak and double sight range. Toggling immobilizes vehicle, and toggling to sight range will disable the machine gun. Locking down sectors does not increase resources, but prevents enemies capturing the flag point it is deployed in.
4- Hetzer Flammpanzer
5- Artillery Flares
Subterfuge Doctrine:
1- Jaegers
2- Early Warning
3- Faustpatrone Attack: Volksgrenaiders and Obersoldaten can fire a volley of light anti-tank rockets at targeted enemy vehicle; all living members fire rockets, and ability cost 10 munitions, but only recharges when not in combat. Inflicts very little damage, but guarantees temporary stun when hit.
4- Valiant Assault
5- Artillery Flares
Nebelwerfer Doctrine:
1- Radio Silence
2- Jaegers
3- Smoke Shells: leIG and Walking Stuka can fire smoke rounds.
4- 21cm Incendiary Assault Barrage: Similar to Assault Artillery, selected enemy sector will be barraged with incendiary rockets, followed by smokescreen.
5- Sturmtiger
Mobile Operations Doctrine:
1- Re-assigned Personnel (Passive): All deployed HQ trucks gain the ability to re-assign your medics, mechanics and forward retreat point to any of your other trucks; each ability can only be assigned to one truck at a time. Their requisite side-tech upgrades must be researched before assigning. Does not confer other benefits (ie Mechanized truck cannot heal or reinforce squads), and original trucks will lose this ability when re-assigned.
2- HQ Truck Hull-down: HQ trucks can upgrade to greatly increase durability. Available once deployed and cost 200 manpower. If destroyed, new trucks must re-upgrade.
3- Valiant Assault
4- Ostwind
5- Coordinated Rocket Barrage: Off-map 21cm rockets barrage target area; any existing Walking Stukas in range will also fire their regular barrage ability.
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I would like SU and Ostheer to have buffed repair speed, but I kind of think it should be done a little more imaginatively than just copying OKW's minesweeper upgrade, plus give some asymmetry since Soviets have many doctrinal options to bolster repair, whereas Ostheer has zero. One example being removing some of the lamer common commander abilities that we'd never use and replace it with another ability. At least that way you don't get people constantly bitching about repairing Tigers to full speed...well at least less likely since some will inevitably ignore or forget that tidbit.
General rule for Ostheer therefore would be something like "Cannot be part of commanders featuring Tiger".
For example, combining Defensive Doctrine's tank traps and trenches into one, and giving a buffed repair speed ability would be fine, since that commander features ZERO unit call-ins, not even Relief Infantry. That would be totally fine, it would make the commander far less dependent on the map being played.
But then again the odds of Relic doing any of the above is even less likely than buffing repair speed at all. |
Ostheer commanders
Kampfgruppe Doctrine
1) Sprint
2) Schutzen Grenadier Battlegroup: 250 Halftrack carrying Assault Grenadiers
3) StuH42: StuG III armed with the Brummbar's weapon. Fast, cheap but fragile heavy infantry support vehicle
4) Breakthrough
5) Light Artillery Barrage
Advanced Weapons Doctrine
1) Stormtroopers
2) Infrared Sturmgewehr Package: Grenadiers can upgrade to improve effectiveness and deals full damage against targets in cover; locks out other weapon upgrades.
3) Model 24 Stun Grenades
4) Panzer IR searchlights: StuG III, Panzer 4, Brummbar and Panther can upgrade to use IR searchlights; locks out MG42 upgrade, and requires toggle that disables movement; detects enemies within radius, including in fog of war
5) Railway Artillery
Panzerwaffe Doctrine
1) Mechanized Grenadier Group
2) Recon Overflight
3) Counterattack Tactics
4) Panzer Tactics
5) Nachjaeger Panther: Panther Tank with IR searchlight in place of pintle MG. Searchlight allows nearby detection of camouflaged units and units in fog of war ahead of it's hull; can toggle to provide a wider tracking arc.
Luftwaffe Defensive Doctrine
1) Osttruppen
2) Air-Dropped Medical Supplies
3) Spotting Scopes
4) Stuka Dive Bomb Strike
5) Suppressive Flak Artillery: Offmap flak batteries fire at target location; the volley fires in creeping barrage, suppressing infantry and stunning vehicles.
Auxiliary Troops Doctrine
1- Counterattack Tactics
2- Osttruppen
3- PzB 39 AT Rifles: Grenadiers and Panzergrenadiers can upgrade to carry 1x AT Rifles; improves damage against light vehicles, decreases damage against infantry, and unlocks the Tread Shot ability; low upgrade cost but takes up a heavy weapon slot.
4- Hetzer: Fast tank destroyer able to be camouflaged; fast and cheap with the same long range as Puma, and same 75mm gun as Panzer4, but weak armour makes it more fragile than other medium vehicles
5- Light Artillery Barrage
Luftwaffe Artillery Doctrine
1- Field Artillery Officer
2- Opel Blitz Truck
3- Recon Overflight
4- Decoy Barrage: Off-map barrage fires dummy rounds for low munitions cost but inflicting low damage, ideal for fooling the enemy, has long cooldown time to prevent over-use
5- HEAT Battery Barrage: off-map Batteries fire HEAT shells onto large target area; low AOE but much higher damage damage against vehicles and emplacements, and high munitions cost, this abilities functions very similarly to UKF's Carpet Bombing with its large radius and number of shells.
Urban Combat Doctrine
1- Frangible Grenade Package (Passive): Pioniers and Grenadiers can use the "Frangible Grenade" ability of OKW's Obersoldaten.
2- Urban Assault Grenadiers: Assault Grenadiers with two flamethrowers.
3- Stuka Smoke Pots
4- Flammpanzer III
5- Stuka Fragmentation Bombs
Luftwaffe Defenses Doctrine
1- Recon Overflight
2- Tank Traps
3- Air-Dropped Medical Supplies
4- "Panzerknacker" Strafing Run: Airplane strafes once at a target location with 12 heavy 75mm shells; projectiles are effective against emplacements and all vehicles tanks, but have slow rate of fire, accuracy and AOE. Function and performance is similar to Soviets' IL-2 Bomb Strike ability, expensive but powerful.
5- PaK43
Escort Artillery Doctrine
1- 250/3 Command Halftrack: 250 Halftrack that can deploy Forward Retreat and can toggle camouflage, and has the Fire Flares munitions ability, revealing nearby a target area
2- Sprint
3- StuG III Ausf. E
4- Breakthrough
5- Hummel Creeping Barrage: heavy off-map 150mm shells slowly fire in a straight line, effective against all targets.
Close Quarters Assault Doctrine
1- Assault Grenadiers
2- G43s
3- Breakthrough
4- Panzer 4 Ausf. F1 Support Tank: Panzer4 with StuG E's 75mm gun; can toggle to immobilize, increasing sight range, turret traverse and rate of fire.
5- Wespe HE Barrage: light off-map 105mm shells fire onto target area over long period of time;
shells are fragmentary, highly effective against infantry but only stuns enemy vehicles when hit.
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